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The_Amaster
05-27-2007, 06:30 PM
I'm curious as to how these work. I can't seem to actually assing any items to them, making them somthing of an enigma. Anyone care to explain?

_L_
05-27-2007, 10:59 PM
It's a bug. (http://www.armageddongames.net/forums/showthread.php?t=97235)

But what you're supposed to do is:
* Select a "z###" item family for the item in the Item Editor.
* Make sure that it's an Equipment Item and has an action script attached!
* Select the identical "z###" item family for an item object in the Subscreen Editor.

The_Amaster
05-28-2007, 11:00 AM
So my last question/suggestion. Can we get rid of the Script requirement, for items that don't have scripts attached. I'm thinking for an in-game event like some guy asks you to go get a vase for him, or something, something with no feasable use other than the fact that you can see it on the subscreen.

_L_
05-29-2007, 03:08 AM
Well, the script isn't a requirement if you just want it to appear in the subscreen.

The_Amaster
05-30-2007, 08:30 PM
Ah, okay. Cool. I'm happy then.

cbailey78
05-31-2007, 12:26 AM
Would it be possible to make an extra potion that is beyond the red potion? It goes yellow and when it's used, it would cycle to the red potion.

_L_
05-31-2007, 02:29 AM
You can make any item cycle to a lower item when used. Use the "Downgrade Item When Used" flag.

cbailey78
05-31-2007, 04:35 PM
I'm in the item editor and I don't see the "Downgrade Item When Used" flag. I looked in all tabs. would you mind posting a screen shot to see what you mean? Thanks in advance.

cbailey78
06-01-2007, 10:55 AM
Hello?

Russ
06-01-2007, 11:13 AM
Let's say you make a custom item and attach a script to it that makes it a weopon. How would you get a flag that would trigger when hit by said weopon?